Reviews from

in the past


Provavelmente o melhor jogo de admisnistracao e economia ja feito, ele é tao complexo que eu nem apreendi a jogar ele ainda, e ele vem carregado de historia que é muito fod@. E o principal, O COMUNISMO é OP, assim como na vida real kkkkkkkk, eu pude finalmente fazer o brasil socialista e a URSAL ou seja, jogao

Adoro questo gioco, ma mi trovo ancora impotente di fronte all'aggressivissima AI che mi spacca il culo se non ho nessun grosso alleato (gran bretagna e russia una garanzia da questo punto di vista)
Le mie campagne migliori le ho fatte con la Prussia (quella più bella secondo me) e la Francia. Formare l'Italia mi ha richiesto troppo tempo e nel momento in cui l'ho formata, l'Austria era diventata potenza numero 1 ed il suo alleato, la Russia, era al secondo posto. Ciò mi ha impedito di prendere anche l'Alto Adige e Trieste. E vbb è momento di diventare bravi a giocare e metterla in culo all'AI da quanto bravo sarò diventato.

This game is currently in the Humble Choice for April 2024, and this is part of my coverage of the bundle. If you are interested in the game and it's before May 7th, 2024, consider picking up the game as part of the current monthly bundle.

Yet another Paradox game.

Victoria 3 is what Paradox is known for, games that have a large multiple-nation world where you can choose to rule any nation and try to do… anything you want. There are no set victory conditions so it’s just a chance to simulate running a country and building it up like you want. You set the production queue, try to get bills passed, and try to avoid civil war or upsetting too many groups in your country.

Or as someone suggested in my chat, just let the game run at top speed and get about the same result rather than pausing and trying to figure out what I wanted to do. And I think he was right. I’m sure there’s a way to micromanage this stuff, but also a lot of things took minutes of just waiting for actions to be taken or laws to be put in place.

Pick this up if you like Paradox games. Their games tend to need players to watch hours of tutorials or play the game for twenty to forty hours to decide if they like the title. However, I also have heard from people who love these games say that Victoria 3 was pretty weak for Paradox, whereas Victoria 2 was better. Overall though I don’t think this delivers anything I’d want to play again or spend tens of hours learning to realize I don’t want to play it again.

If you enjoyed this review or want to know what I think of other games in the bundle, check out the full review on or subscribe to my Youtube channel: https://youtu.be/8q4m_yRP5xw

It still has a long way to go, but it’s getting there slowly but surely

There's a frustrating mix of genuinely clever ideas that improve upon the framework left behind by Victoria 2, and an overall experience that is just glaringly half-baked. The player is given a lot more fine tuned control over the economy now, regardless of economic laws, with the result that every country plays out the same repetetive loops of construction queues. The AI economy seems insensitive to the profit potential of critical commodities, with the result that the mechanisms of indirect economic hegemony feel useless; You need to directly invade and occupy territory to make sure oil rigs and rubber plantations are actually built. AI nations will attempt to pursue their relevant ambitions, but if they hit a speed bump they can't figure out how to recover or develop a backup plan, and fall into holding patterns for the rest of the game. The Balkans never destabilize, China never collapses properly, there's never a proper World War, and none of the alternate histories these outcomes entail are lively or dynamic. And so on.

I do genuinely like the war system. This kind of indirect strategic control, where preparation is key and the national government doesn't directly command the movements of every soldier, is exactly what I wanted from this game in general. It's baffling to me that they reigned in player management on the war system only to give us direct control over where every infrastructure building in our nation goes.


bugado (ainda) como o diabo, exigente de hardware pra cacete e viciante demais
Recomendo

It's extremely good, but many positions are much less interesting than others, though we hold hope that that could change. The game also suffers from a few bugs that disrupt gameplay.

I am a big time lover of these Paradox 4x games for about as long as I can remember, with Vicky 2 probably my all time favorite. So when they announced and were developing 3 I followed it so closely!

And this week I finally played it and it’s good. It’s fine! It’s as addicting as ever, and there were a couple days I just utterly lost because I was sucked in so much!

But 3 compared to 2 is missing a bit of…magic? It’s hard to describe, but I I’m still more pulled to Vicky 2 or EU4

Paradox games have always been enjoyable but always complicated. They will be aware of this in their new games, so they started to prefer interfaces that make games easier in order to fix this complexity in their games. I think they achieved this in Crusader Kings 3, but I can't say the same for Victoria 3. The learning process of the game seemed extremely difficult and boring. You probably need to play 50-100 hours to start enjoying this game, but I don't have that patience. Maybe I will try again in the future.

It's painful how close this game is to being really good, yet so far. It really needs another year or two in the oven. The economic gameplay is really fantastic, but it suffers from some of its main systems being extremely poorly though out. Although warfare is mostly alright now with the 1.5 update, diplomacy is still severely lacking and really frustrating.

Surprisingly addictive, unfortunately the interface sucks and it's hard to keep up with the game or understand why certain things happen sometimes. It also shows that it lacks a little more time in the oven, it has crashed me 2 or 3 times and it lags a lot (it may be my computer, but). There are also issues with flags from time to time. Some months have passed since I played, maybe it has improved.

Se não existisse nenhum outro Victoria eu daria uma nota maior. Infelizmente, essa é a sequel do melhor jogo de estratégia do mercado. Injogável a partir de 1870, ou seja, mais da metade do jogo. Otimização terrível, sem flavor algum. Todas as nações tem a gameplay igual. O sistema de guerra é patético. Peço de todo o coração que você jogue Victoria II, requer esforço para aprender, mas uma vez que você o faz, terá o melhor jogo de estratégia em suas mãos.

Very disappointing when compared to Victoria II

Victoria 3 stands in the shadow of its predecessor, but it tries to go in a new direction with many of the mechanics. I personally welcome many of these changes, but it's infinitely clear they're not being used to their full potential. The game as stands just feels incomplete, and if this was a finished product, I would judge it rather harshly compared to Victoria 2. Given that we know many updates, DLC, and mods are on the way, however, I suspect the game will improve vastly from this point onwards. As stands, it is still enjoyable nonetheless.

most half-baked Paradox launch since, i don't know, EU4? i have a laundry list of issues with this game and i'll try to touch on many of them

- In an effort to simplify war and make it less micro-heavy, they basically removed the game part. you just assign battalions to your generals and tell them to attack/defend a front and they automatically do everything for you. seriously, that's how war works lmao. I know some people had issues with how Hoi4 sort of does a (slightly) similar thing where you make battleplans for your generals, but the difference there is that making good battleplans presents an ACTUAL fun challenge. The game also gives you an option to micro without giving your generals battleplans if you so desire.

- the user interface is, with no exaggeration, the worst to be included in a Paradox title. take that in for a moment. worse than Victoria 2, worse than CK2, EU4, etc. There is so much information (some of which is rather important) that can only be accessed by hovering your mouse over an icon for two seconds, then hovering your mouse over an underlined piece of text for another two seconds, then hovering your mouse over another piece of underlying text and you get the point. CK3 handled this type of UI much more gracefully.

- they changed construction to a system similar to hoi4 for some reason, though Hoi4 once again handles it better. that means Great Britain, a country that holds territory worldwide from the beginning of the game, can only construct one building at a time. baffling step back from the previous game.

- the economic sim would be much more impressive if the information was presented more clearly. this stems from the user interface issue and the war issue. the fact that war is basically not even part of the game anymore means its better to focus your attention on economic affairs, but the information on that stuff is just not easily available.

this game's saving grace is the fact that there was a lot of genuine thought put into the meat of the economics. its just a bit difficult to really have fun with it at times due to the game's issues.

right now Victoria 3 is maybe a tier above a basic map painter as far as im concerned. Paradox has been on top of their game lately but this is an exception, bit disappointed.

Pontos positivos:
Sistema de economia complexo; sistema militar melhor que o vic ii; Hud menos confusa que a do vicii; e MODS!!

Pontos ruins:
Curva de aprendizagem gigantesca(demorei mais de 1 semana para entender o que tava acontecendo na tela); mal otimizado; preço salgado(levanto em conta as dlcs)

Um jogo robusto e interessante, recheado de falhas que pouco a pouco vão sendo corrigidas pela paradox. Assim como o europa universalis, é um jogo extremamente complexo mas recompensador para quem o domina

Broken ass unfinished game, just like Vic 2

played a ton of hoi4, not really interested in learning the mechanics of vic 3 for now

patch 1.5 was a step in the right direction, with the changes to the economic system (local prices in particular) moving the core of the game beyond its insipid state on launch - no more 'hit the build button on the good with the biggest blue number' anymore. unfortunately, the update also introduced many new bugs to join all the old ones that still haven't been fixed, and the ai still don't seem capable of playing the game at even a basic level. still an undercooked experience overall, so hopefully the big update coming out adds some dimension and gives the team a chance to take a break from overhauling systems to tighten the screws some

I asked for a whirling, living, breathing machine, and she gave me the hell I most desired.

Economics is kinda bullshit, okay? I’m a communist, plenty of you fuckers are communists, we’re obligated to believe that if nothing else. But wouldn’t it kinda be neat if economics had something to it, if everything was just supply and demand at various levels of scale, if you could feel the veins within the invisible hand of the market and twist them in any way you liked? Fundamentally, this is what Victoria 3 offers the player: You get to build an economy and make it run so goddamn good that you launch your country’s standard of living into the stratosphere.

The process of industrialization is the beating metal heart of this game. It starts, if you are a weak enough power, at the most basic level: You set up logging camps, use the wood you produce to build tools, use those tools in your logging camps to increase productivity, start mining iron with the tools you built, increase the efficiency of tools using that iron, and on and on it goes. It’s all very straightforward in a line by line description, but fails entirely to capture the dynamic energy that sets this apart from other grand strategy games like it. That energy comes from the populations. You’ll hear this come up whenever people discuss Victoria as a series: It’s all about population management. You want to meet their material needs, provide them with jobs, track what classes of society they come from and who you are empowering, so on and so forth. It’s all about the populations.

But there’s almost a sense that management is the wrong word entirely—left alone, your populations manage themselves. They’ll work on subsistence farms and provide their own needs, and everything will stay at a relatively good equilibrium unless a greater power swoops by and annexes your entire country out of the blue. Whoops! There’s a very real pressure to be better, be stronger, be more capable of resisting imperial powers, and this can only be managed with a directed vision. Pure reaction will never be enough. This is why resistance movements and rebellions in the real world do not merely dissolve once they have achieved their immediate goals—dissolution of the state creates a power vacuum that is just asking to be filled. (Vincent Bevins writes about this phenomena at length in relation to modern mass movements in his excellent new book If We Burn, as a side note. Please read it!)

No, management implies that you are creating from the ground up the forces of society. But these forces arise naturally—they are a structure inherent to any group of people interacting at scale, though they may manifest in different modes. Our role is not to create, but to direct as best we can the immense forces that we already possess. This is the feeling you have when your country begins to industrialize and you see the basic production you had at first start to swirl in self-powering feedback loops, profits seemingly arising from nowhere by the sheer nature of the movement of money between industry and consumer and government. There is no better feeling than when you painstakingly direct the production methods of each factory and construction company and mine, one by one transitioning to the new tools you have access to, causing your country’s productive capacity to explode exponentially, only ever growing bigger and bigger. Your standard of living increases, industrialists and the petite bourgeoisie grow more powerful, and demand more and more—

And so you become a monster, lost to pure momentum.

My favorite thing to do in this game is to play as marginalized and minor powers across the world. It’s incredibly satisfying to do that initial work of building something from nothing. With the way that this game encourages you to think about populations at all times, it almost feels tangible how many people you are pulling out of poverty. But with smaller nations, there’s always a ceiling. This takes one of two forms: resource shortages, or population shortages. The first of these is not such a big deal—this is what trade fundamentally solves. Sometimes you have way too much iron and need more oil. The solution presents itself. But population shortages? If you run into these, you’re fucked.

See, this machine of pure human and industrial momentum is always stealing just a little bit from the future. The process of industrialization is a challenge to outrun the consequences which you necessitate by engaging in industrialization. Your profits come from constant expansion and growth. Your citizens are happier when you are doing more, cutting down more trees, mining more iron, squeezing every last drop of steel out of the resources you have. But what if there is no expansion left in the interior? You can’t build any more factories, you don’t have people to work in them! In fact, given how much of your economy depends on the construction sector, you'll even start to implode, unable to sufficiently create demand for all the goods you've been producing, if you're unable to keep building. How can you continue to compete? If you don’t compete with the global market, they will overtake you, grow more powerful, be able to raise a greater army, and then you will be back where you started—just a minor power swept away by the colonizers and conquerers that surround you. What can you do when you don’t have any of your future left to steal from? You steal it from someone else.

This is the enticing trap of colonialism, for once your country tastes the labor, the goods, the blood of one colony, they will never be satisfied. Interest groups are often a mechanic that feels a little half-baked and oversimplified, but on this point they feel fundamentally correct: Basically no group within a colonial power opposes colonization. It’s just objectively profitable for them, when the world is filtered through this lens of economics to such an extent that all is consumed by it. Even when your society has more than anyone else in the world, they still desire to just consume more and more and more. I’d almost say this game is cynical if it wasn’t so fucking on point. When the world is all an abstract map of economic affairs, the desire to paint your color across the world is almost natural. For a moment, I understand how we got to where we are.

But then I zoom in on the world and it comes alive, and I can understand no longer.

- - -

A post-script as thanks for reading:

I find recently that most of my media analysis tends to find itself drawn magnetically to human nature as a concept in one way or another. Sometimes it's an obvious connection, like Killers of the Flower Moon, and sometimes it's a little more obtuse, as with this review. But even here we made the connection at the end: "the desire to paint your color across the world is almost natural." I think this actually comes full circle to the comment I made about economics being bullshit at the beginning of the review, a connection which I'll explore in a moment. I think it's probably a very important idea to focus on because it seems to deeply underpin basically all of how we understand the world, and I think we don't get to the center of that nearly often enough. How can you deconstruct an ideology without understanding its foundations?

There's this pretty fundamental assertion that every regressive, conservative, etc. etc. likes to make in their art, which is that on some level This Is Just How Things Are, which always takes the form of telling us that some particular tendency is just part of human nature. Isn't it just so convenient that those who did horrific evil in order to claw their way to the top of hegemony, and who continue to employ great violence at their behest in order to maintain that power, didn't really do anything bad because if everyone does something how can it really be bad? It's a deeply false but psychologically necessary claim: That the evil I do is not evil, and you would have done it too if you were me.

It's the same reduction that is made to turn humans into economic machines—understanding us simply as a set of material inputs and outputs who consume and produce things. It's a claim that if you had the same material conditions, you would necessarily do the same thing. But this denies the "you" in you, doesn't it? Think about yourself for a moment. Find where "you" are, the consciousness and the observer of the consciousness, whatever that means to you. How is this amorphous primal beast of a thing reducible to deterministic inputs and outputs? Do you really believe that? This is merely an assertion of their axioms of truth onto yours, a refusal to negotiate reality with you but instead an insistence of their own experience, a complete and utter denial of the real of the subjective, of the concept of a You! It is the ultimate solipsism, the greatest sin, the making of man into machine with a computerized brain, the ooze of capital left behind in the creases of everyone's brain from its utter hegemonic power in the ideological realm.

All of which is why I say that economics (or rather, the mainstream capitalist understanding of economics) is bullshit—it is a fundamental reduction of humans to being consumers and producers, and that can never meaningfully capture the picture of any social structure that emerges from how we interact with one another. You've gotta look elsewhere to understand that. It's stuck too deep in the realm of asserting its own axioms, that great circular reasoning, to hold any real truth. It's fundamentally inflexible and immobile in a way that the absolute reality of what we call a political economy can never be reduced to.

Victoria 3 captures all of this incredibly concretely, a little glimpse of the irreducibility behind economy, the first of the shapes in its stages of dialectical development on the way to understanding what that irreducibility even is. It's an astounding achievement, even if it is limited at times by the boundaries of its understanding and imagination.

Unpopular opinion, I like this game. The war mechanics are stupid, sure... But I think this game has a long way to go -- With some more incentives and some major balance changes, I think this game could have a great deal of re-playability.

Insanely addicting with so much replayibility. Improves alot of systems compared to the first game. But still hasnt figured out some systems. Hopefully updates can fix those components

Look at how they massacred my boy.


Um bom jogo mas ainda precisa melhorar muito. Falta mecanica e melhoria de qualidade de vida. Eu particularmente acho que a Paradox esta no caminho certo, melhorando o jogo a cada update. Mas tem um porem muito grande: a DLC Voice of the People foi um tiro no pe, puro scam e adiciona quase nada a um jogo que carece de muita coisa ainda. Eu gosto de Victoria 3, acho que tem muito potencial, mas precisa ser polido e aprofundado. Espero que isso venha a partir de updates gratuitos e não de DLCs pagas com features que deveriam estar no jogo base.

It's missing whatever made victoria 2 special to me

A hard one to rate, because it's got a much better onboarding process than its older sibling (i.e. working the economy no longer means wrestling with this screen), but the difference between treading water and seeing real success is understanding when the simplified menus are betraying you.

I've been playing the Vicky series long enough to have met some of my most long-lasting friends as a result, but this isn't the case for all the players who are picking up the shiny new Paradox game. You can generally stay afloat by playing the tutorial and clicking the options that have the biggest, greenest "predicted profit" numbers next to them - good! It's good that people who don't know how to sort through all the info can pick this up and play with their friends without immediately crashing and burning. However...

There's a lot being calculated here, and the big "predicted profit" numbers are only so useful unless you understand what they represent. I've heard many complaints from friends who have picked this up for the first time, clicked all the correct Big Green Buttons, only to assume that it was a bug when their attempts to cut costs by gutting the military result in an economic crisis. All the buttons and numbers that you'd need to understand the economic crisis are present, but I don't think the game does a good enough job of indicating where they are and when you'd use them. This (combined with the UI simplicity) deprives the unaware player of a great deal of gameplay depth, to the point where my friends picking up Vicky for the first time describe it as "a game you watch more than you play".

If you do know what you're looking at, though, and you like the idea of "building tall" rather than "building wide" with your empires, this game will really sink its hooks into you. Learning the intricacies of Vicky 3 means you'll spend a lot less time scrolling Twitter with the game on max speed and a lot more time engaged with the game's systems, poking through the data provided to determine how you'll meet your long-term goals. The feeling of satisfaction you get from a Victoria 3 game is not dissimilar from the fun you have playing Factorio or Satisfactory - knowing a complex system of supply chains like the back of your hand, continually tweaking it to become more efficient, to grow bigger, to provide a better standard of living for the people in your country.

I don't really have a neat way to put a little bow on this, but I wanted to throw this review out there so people understand that this is NOT Crusader Kings 3. It's one of those games where you have to get really familiar with it for everything to click if you're not madly in love with the setting, but it's also a pain in the ass to become familiar with everything here. Paradox have really put forth a solid, earnest attempt at cleaning this up so it resembles a game more than an Excel spreadsheet (the map is fucking gorgeous!) but there's really only so much you can do with a product like this. At some point, you either bounce right off of this, settle for clicking Big Green Buttons, or you sit down with a YouTube video or friend (or your knowledge from economics classes) and go "okay, so while it says you'll lose a lot of money by making this switch, you're producing a LOT more oil, which drives the price down, meaning other businesses that rely on it are more profitable, and since you've got worker cooperatives, those dividends go to the workers which (with graduated taxation) are taxable at a higher rate than ordinary wages, which mea--"